Ambrus
Explorer
My players are currently trying to put together their party for an upcoming campaign I intend to start in March. The only character creation stipulation I've enforced is that all the PCs must have grown up in the same neighborhood of a large city. So far the only thing they've agreed upon as a group is not to have evil PCs. Aside from that they're all of different races, backgrounds and religions. I've tried nudging them subtlely to pick similar elements for their characters, such as everyone worshipping the cleric's god, but they seem to instinctively resist my suggestions. It's akin to trying to herd cats.
This free-for-all approach to assembling an adventuring party seems to be pretty much standard for RPGs; pick a race, pick a class, pick an alignment and you're off. I'm just wondering what, if anything, keeps such parties together. Why would a group of people with next to nothing in common stick together through adventure and hardship?
So what is the unifying element which has kept the adventuring groups in your campaigns together? Have the players or the DM in your group ever insisted on a stipulation which all characters must meet to be considered eligible for party membership? If so how did it work out?
This free-for-all approach to assembling an adventuring party seems to be pretty much standard for RPGs; pick a race, pick a class, pick an alignment and you're off. I'm just wondering what, if anything, keeps such parties together. Why would a group of people with next to nothing in common stick together through adventure and hardship?
So what is the unifying element which has kept the adventuring groups in your campaigns together? Have the players or the DM in your group ever insisted on a stipulation which all characters must meet to be considered eligible for party membership? If so how did it work out?